init
This commit is contained in:
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using System.Collections.Generic;
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using GameFramework.DataTable;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using UnityEngine;
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using Random = System.Random;
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namespace GeometryTD.CustomComponent
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{
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public sealed class DropPoolRoller
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{
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private const float RarityCurveScalePhase = 30f;
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private static readonly RarityType[] OrderedRarities =
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{
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RarityType.White,
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RarityType.Green,
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RarityType.Blue,
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RarityType.Purple,
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RarityType.Red
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};
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private readonly List<DROutGameDropPool> _eligibleRowBuffer = new();
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private readonly float[] _rarityWeightBuffer = new float[OrderedRarities.Length];
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private readonly IDataTable<DROutGameDropPool> _dropPoolTable;
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public DropPoolRoller(IDataTable<DROutGameDropPool> dropPoolTable)
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{
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_dropPoolTable = dropPoolTable;
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}
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public bool TryRollRow(
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int displayPhaseIndex,
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LevelThemeType themeType,
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Random random,
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out DROutGameDropPool selectedRow,
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out RarityType selectedRarity)
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{
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selectedRow = null;
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selectedRarity = RarityType.None;
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DROutGameDropPool[] allRows = _dropPoolTable.GetAllDataRows();
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if (allRows == null || allRows.Length <= 0)
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{
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return false;
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}
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CollectEligibleRows(allRows, displayPhaseIndex, themeType);
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if (_eligibleRowBuffer.Count <= 0)
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{
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return false;
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}
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selectedRarity = RollRarity(displayPhaseIndex, random);
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if (selectedRarity == RarityType.None)
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{
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return false;
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}
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int totalWeight = 0;
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DROutGameDropPool fallbackRow = null;
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foreach (var row in _eligibleRowBuffer)
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{
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if (!IsEligibleAtPhase(row, selectedRarity, displayPhaseIndex))
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{
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continue;
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}
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int rowWeight = row.GetWeight(selectedRarity);
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if (rowWeight <= 0)
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{
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continue;
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}
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fallbackRow = row;
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totalWeight += rowWeight;
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}
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if (totalWeight <= 0)
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{
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return false;
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}
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int randomWeight = random.Next(1, totalWeight + 1);
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int cumulativeWeight = 0;
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foreach (var row in _eligibleRowBuffer)
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{
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if (!IsEligibleAtPhase(row, selectedRarity, displayPhaseIndex))
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{
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continue;
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}
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int rowWeight = row.GetWeight(selectedRarity);
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if (rowWeight <= 0)
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{
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continue;
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}
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cumulativeWeight += rowWeight;
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if (randomWeight <= cumulativeWeight)
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{
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selectedRow = row;
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return true;
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}
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}
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selectedRow = fallbackRow;
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return selectedRow != null;
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}
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private void CollectEligibleRows(
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DROutGameDropPool[] allRows,
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int displayPhaseIndex,
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LevelThemeType themeType)
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{
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_eligibleRowBuffer.Clear();
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foreach (var row in allRows)
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{
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if (row == null)
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{
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continue;
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}
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if (row.LevelThemeType != themeType)
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{
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continue;
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}
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if (!IsEligibleAtPhase(row, displayPhaseIndex))
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{
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continue;
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}
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_eligibleRowBuffer.Add(row);
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}
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}
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private RarityType RollRarity(int displayPhaseIndex, Random random)
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{
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for (int i = 0; i < _rarityWeightBuffer.Length; i++)
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{
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_rarityWeightBuffer[i] = 0f;
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}
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float phaseT = Mathf.Clamp01((displayPhaseIndex - 1) / RarityCurveScalePhase);
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foreach (var row in _eligibleRowBuffer)
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{
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for (int rarityIndex = 0; rarityIndex < OrderedRarities.Length; rarityIndex++)
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{
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RarityType rarity = OrderedRarities[rarityIndex];
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if (!IsEligibleAtPhase(row, rarity, displayPhaseIndex))
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{
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continue;
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}
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int rowWeight = row.GetWeight(rarity);
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if (rowWeight <= 0)
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{
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continue;
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}
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float curveWeight = GetRarityCurveWeight(rarity, phaseT);
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if (curveWeight <= 0f)
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{
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continue;
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}
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_rarityWeightBuffer[rarityIndex] += rowWeight * curveWeight;
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}
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}
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float totalWeight = 0f;
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foreach (var weight in _rarityWeightBuffer)
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{
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totalWeight += Mathf.Max(0f, weight);
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}
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if (totalWeight <= 0f)
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{
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return RarityType.None;
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}
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float randomWeight = (float)(random.NextDouble() * totalWeight);
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float cumulativeWeight = 0f;
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for (int rarityIndex = 0; rarityIndex < _rarityWeightBuffer.Length; rarityIndex++)
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{
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cumulativeWeight += Mathf.Max(0f, _rarityWeightBuffer[rarityIndex]);
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if (randomWeight <= cumulativeWeight)
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{
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return OrderedRarities[rarityIndex];
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}
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}
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for (int rarityIndex = 0; rarityIndex < _rarityWeightBuffer.Length; rarityIndex++)
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{
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if (_rarityWeightBuffer[rarityIndex] > 0f)
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{
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return OrderedRarities[rarityIndex];
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}
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}
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return RarityType.None;
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}
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private static bool IsEligibleAtPhase(DROutGameDropPool row, int displayPhaseIndex)
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{
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for (int rarityIndex = 0; rarityIndex < OrderedRarities.Length; rarityIndex++)
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{
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RarityType rarity = OrderedRarities[rarityIndex];
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if (IsEligibleAtPhase(row, rarity, displayPhaseIndex))
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{
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return true;
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}
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}
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return false;
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}
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private static bool IsEligibleAtPhase(DROutGameDropPool row, RarityType rarity, int displayPhaseIndex)
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{
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if (row.GetWeight(rarity) <= 0)
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{
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return false;
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}
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int minPhase = row.GetMinPhase(rarity);
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int maxPhase = row.GetMaxPhase(rarity);
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return displayPhaseIndex >= minPhase && displayPhaseIndex <= maxPhase;
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}
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private static float GetRarityCurveWeight(RarityType rarityType, float phaseT)
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{
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float hump = Mathf.Exp(-Mathf.Pow((phaseT - 0.35f) / 0.28f, 2f));
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switch (rarityType)
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{
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case RarityType.White:
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return Mathf.Max(0.05f, 0.18f + 1.25f * hump);
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case RarityType.Green:
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return Mathf.Max(0.05f, 0.35f + 0.55f * hump);
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case RarityType.Blue:
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return 0.18f + 0.55f * phaseT;
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case RarityType.Purple:
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return 0.05f + 0.22f * phaseT;
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case RarityType.Red:
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return 0.01f + 0.08f * phaseT * phaseT;
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default:
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return 0f;
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}
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}
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}
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}
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@@ -0,0 +1,399 @@
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using System.Collections.Generic;
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using GameFramework.DataTable;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using GeometryTD.Factory;
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using GeometryTD.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using Random = System.Random;
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namespace GeometryTD.CustomComponent
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{
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public sealed class InventoryGenerationComponent : GameFrameworkComponent
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{
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private readonly List<DRShopPrice> _shopPriceRows = new();
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private IDataTable<DRShopPrice> _shopPriceTable;
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private IDataTable<DROutGameDropPool> _dropPoolTable;
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private IDataTable<DRMuzzleComp> _muzzleCompTable;
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private IDataTable<DRBearingComp> _bearingCompTable;
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private IDataTable<DRBaseComp> _baseCompTable;
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private ShopGoodsBuilder _shopGoodsBuilder;
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private DropPoolRoller _dropPoolRoller;
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private RewardCandidateBuilder _rewardCandidateBuilder;
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private OutGameDropItemBuilder _outGameDropItemBuilder;
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public List<GoodsItemRawData> BuildShopGoods(int goodsCount, int runSeed = 0, int sequenceIndex = -1)
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{
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EnsureShopBuilder();
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return _shopGoodsBuilder.BuildGoods(goodsCount, runSeed, sequenceIndex);
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}
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public EnemyDropResult ResolveEnemyDrop(
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in EnemyDropContext context,
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int runSeed,
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int sequenceIndex,
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ref int nextDropOrdinal)
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{
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DREnemy enemy = context.Enemy;
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if (enemy == null)
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{
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return EnemyDropResult.Empty;
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}
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int coin = Mathf.Max(0, enemy.DropCoin);
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int gold = 0;
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float dropRate = enemy.DropPercent > 1f
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? Mathf.Clamp01(enemy.DropPercent * 0.01f)
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: Mathf.Clamp01(enemy.DropPercent);
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int dropOrdinal = nextDropOrdinal;
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nextDropOrdinal++;
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InventoryGenerationRandomContext randomContext =
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new(runSeed, sequenceIndex, InventoryTagSourceType.Drop, dropOrdinal);
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Random random = randomContext.CreateRandom();
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if (enemy.DropGold > 0 && dropRate > 0f && random.NextDouble() <= dropRate)
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{
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gold = Mathf.Max(0, enemy.DropGold);
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}
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TowerCompItemData lootItem = null;
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if (OutGameDropRuleService.ShouldRollOutGameItem(context.DisplayPhaseIndex, random) &&
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TryRollOutGameItem(
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context.DisplayPhaseIndex,
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context.ThemeType,
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randomContext,
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random,
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out TowerCompItemData droppedItem))
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{
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lootItem = droppedItem;
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}
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return new EnemyDropResult(coin, gold, lootItem);
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}
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public IReadOnlyList<TowerCompItemData> BuildRewardCandidates(
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int displayPhaseIndex,
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LevelThemeType themeType,
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int candidateCount,
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int runSeed,
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int sequenceIndex,
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ref int nextRewardOrdinal)
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{
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RewardCandidateBuilder rewardCandidateBuilder = EnsureRewardCandidateBuilder();
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int rewardOrdinal = nextRewardOrdinal;
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IReadOnlyList<TowerCompItemData> candidates = rewardCandidateBuilder.BuildCandidates(
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displayPhaseIndex,
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themeType,
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candidateCount,
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CreateNextRewardRandomContext,
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BuildRewardCandidateItem);
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nextRewardOrdinal = rewardOrdinal;
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return candidates;
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InventoryGenerationRandomContext CreateNextRewardRandomContext()
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{
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return new InventoryGenerationRandomContext(
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runSeed,
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sequenceIndex,
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InventoryTagSourceType.Reward,
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rewardOrdinal++);
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}
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}
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public IReadOnlyList<TowerCompItemData> BuildEventRewardComponents(
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int count,
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RarityType rarity,
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int runSeed,
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int sequenceIndex,
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int eventId,
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int optionIndex,
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int effectIndex)
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{
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return BuildEventRewardComponents(
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count,
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rarity,
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rarity,
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runSeed,
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sequenceIndex,
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eventId,
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optionIndex,
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effectIndex);
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}
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public IReadOnlyList<TowerCompItemData> BuildEventRewardComponents(
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int count,
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RarityType minRarity,
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RarityType maxRarity,
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int runSeed,
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int sequenceIndex,
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int eventId,
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int optionIndex,
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int effectIndex)
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{
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EnsureComponentTables();
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int resolvedCount = Mathf.Max(0, count);
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if (resolvedCount <= 0)
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{
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return System.Array.Empty<TowerCompItemData>();
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}
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RarityType normalizedMinRarity = InventoryRarityRuleService.NormalizeComponentRarity(minRarity);
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RarityType normalizedMaxRarity = InventoryRarityRuleService.NormalizeComponentRarity(maxRarity);
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if (normalizedMinRarity > normalizedMaxRarity)
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{
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throw new System.InvalidOperationException(
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$"Event reward rarity range is invalid: {normalizedMinRarity} > {normalizedMaxRarity}.");
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}
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List<TowerCompItemData> result = new List<TowerCompItemData>(resolvedCount);
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for (int i = 0; i < resolvedCount; i++)
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{
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InventoryGenerationRandomContext randomContext = CreateEventRandomContext(
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runSeed,
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sequenceIndex,
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eventId,
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optionIndex,
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effectIndex,
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i);
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Random random = randomContext.CreateRandom();
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result.Add(BuildRandomEventComponentItem(normalizedMinRarity, normalizedMaxRarity, randomContext, random));
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}
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return result;
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}
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private void EnsureShopTables()
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{
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_shopPriceTable ??= GameEntry.DataTable.GetDataTable<DRShopPrice>();
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EnsureComponentTables();
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if (_shopPriceTable == null)
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{
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throw new System.InvalidOperationException(
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"InventoryGenerationComponent requires ShopPrice data table.");
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}
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if (_shopPriceRows.Count > 0)
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{
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return;
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}
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DRShopPrice[] rows = _shopPriceTable.GetAllDataRows();
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if (rows == null || rows.Length <= 0)
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{
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throw new System.InvalidOperationException(
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"InventoryGenerationComponent requires at least one shop price row.");
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}
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foreach (var row in rows)
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{
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if (row != null)
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{
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_shopPriceRows.Add(row);
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}
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}
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if (_shopPriceRows.Count <= 0)
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{
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throw new System.InvalidOperationException("InventoryGenerationComponent requires non-null shop price rows.");
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}
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}
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private void EnsureShopBuilder()
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{
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EnsureShopTables();
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_shopGoodsBuilder ??= new ShopGoodsBuilder(
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_shopPriceRows,
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_muzzleCompTable,
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_bearingCompTable,
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_baseCompTable);
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}
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private void EnsureDropTables()
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{
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_dropPoolTable ??= GameEntry.DataTable.GetDataTable<DROutGameDropPool>();
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EnsureComponentTables();
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if (_dropPoolTable == null)
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{
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throw new System.InvalidOperationException(
|
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"InventoryGenerationComponent requires OutGameDropPool data table.");
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}
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}
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private DropPoolRoller EnsureDropPoolRoller()
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{
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EnsureDropTables();
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_dropPoolRoller ??= new DropPoolRoller(_dropPoolTable);
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return _dropPoolRoller;
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}
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private RewardCandidateBuilder EnsureRewardCandidateBuilder()
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{
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_rewardCandidateBuilder ??= new RewardCandidateBuilder(EnsureDropPoolRoller());
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return _rewardCandidateBuilder;
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}
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private OutGameDropItemBuilder EnsureOutGameDropItemBuilder()
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{
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EnsureDropTables();
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_outGameDropItemBuilder ??= new OutGameDropItemBuilder(
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_muzzleCompTable,
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_bearingCompTable,
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_baseCompTable);
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return _outGameDropItemBuilder;
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}
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|
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private bool TryRollOutGameItem(
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int displayPhaseIndex,
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LevelThemeType themeType,
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InventoryGenerationRandomContext randomContext,
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Random random,
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out TowerCompItemData droppedItem)
|
||||
{
|
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droppedItem = null;
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DropPoolRoller dropPoolRoller = EnsureDropPoolRoller();
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int phaseIndex = Mathf.Max(1, displayPhaseIndex);
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if (!dropPoolRoller.TryRollRow(
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phaseIndex,
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themeType,
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random,
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out DROutGameDropPool selectedRow,
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out RarityType selectedRarity) || selectedRow == null)
|
||||
{
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return false;
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||||
}
|
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|
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return EnsureOutGameDropItemBuilder().TryBuildItem(selectedRow, selectedRarity, randomContext, out droppedItem);
|
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}
|
||||
|
||||
private TowerCompItemData BuildRewardCandidateItem(
|
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DROutGameDropPool row,
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RarityType rarity,
|
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InventoryGenerationRandomContext randomContext)
|
||||
{
|
||||
if (!EnsureOutGameDropItemBuilder().TryBuildItem(row, rarity, randomContext, out TowerCompItemData droppedItem))
|
||||
{
|
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return null;
|
||||
}
|
||||
|
||||
return droppedItem;
|
||||
}
|
||||
|
||||
private void EnsureComponentTables()
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||||
{
|
||||
_muzzleCompTable ??= GameEntry.DataTable.GetDataTable<DRMuzzleComp>();
|
||||
_bearingCompTable ??= GameEntry.DataTable.GetDataTable<DRBearingComp>();
|
||||
_baseCompTable ??= GameEntry.DataTable.GetDataTable<DRBaseComp>();
|
||||
|
||||
if (_muzzleCompTable == null || _bearingCompTable == null || _baseCompTable == null)
|
||||
{
|
||||
throw new System.InvalidOperationException(
|
||||
"InventoryGenerationComponent requires MuzzleComp, BearingComp, and BaseComp data tables.");
|
||||
}
|
||||
}
|
||||
|
||||
private TowerCompItemData BuildRandomEventComponentItem(
|
||||
RarityType minRarity,
|
||||
RarityType maxRarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
RarityType rarity = ResolveEventRewardRarity(minRarity, maxRarity, random);
|
||||
int slotRoll = random.Next(0, 3);
|
||||
return slotRoll switch
|
||||
{
|
||||
0 => BuildRandomEventMuzzleItem(rarity, randomContext, random),
|
||||
1 => BuildRandomEventBearingItem(rarity, randomContext, random),
|
||||
_ => BuildRandomEventBaseItem(rarity, randomContext, random)
|
||||
};
|
||||
}
|
||||
|
||||
private static RarityType ResolveEventRewardRarity(
|
||||
RarityType minRarity,
|
||||
RarityType maxRarity,
|
||||
Random random)
|
||||
{
|
||||
if (minRarity >= maxRarity)
|
||||
{
|
||||
return minRarity;
|
||||
}
|
||||
|
||||
int rarityValue = random.Next((int)minRarity, (int)maxRarity + 1);
|
||||
return (RarityType)rarityValue;
|
||||
}
|
||||
|
||||
private MuzzleCompItemData BuildRandomEventMuzzleItem(
|
||||
RarityType rarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
|
||||
DRMuzzleComp config = rows[random.Next(0, rows.Length)];
|
||||
return ComponentItemFactory.CreateMuzzle(
|
||||
config,
|
||||
randomContext.CreateStableItemInstanceId(),
|
||||
rarity,
|
||||
randomContext.CreateTagRandomContext(config.Id));
|
||||
}
|
||||
|
||||
private BearingCompItemData BuildRandomEventBearingItem(
|
||||
RarityType rarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
|
||||
DRBearingComp config = rows[random.Next(0, rows.Length)];
|
||||
return ComponentItemFactory.CreateBearing(
|
||||
config,
|
||||
randomContext.CreateStableItemInstanceId(),
|
||||
rarity,
|
||||
randomContext.CreateTagRandomContext(config.Id));
|
||||
}
|
||||
|
||||
private BaseCompItemData BuildRandomEventBaseItem(
|
||||
RarityType rarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
|
||||
DRBaseComp config = rows[random.Next(0, rows.Length)];
|
||||
return ComponentItemFactory.CreateBase(
|
||||
config,
|
||||
randomContext.CreateStableItemInstanceId(),
|
||||
rarity,
|
||||
randomContext.CreateTagRandomContext(config.Id));
|
||||
}
|
||||
|
||||
private static InventoryGenerationRandomContext CreateEventRandomContext(
|
||||
int runSeed,
|
||||
int sequenceIndex,
|
||||
int eventId,
|
||||
int optionIndex,
|
||||
int effectIndex,
|
||||
int itemIndex)
|
||||
{
|
||||
return new InventoryGenerationRandomContext(
|
||||
runSeed,
|
||||
sequenceIndex,
|
||||
InventoryTagSourceType.Event,
|
||||
BuildEventLocalOrdinal(eventId, optionIndex, effectIndex, itemIndex));
|
||||
}
|
||||
|
||||
private static int BuildEventLocalOrdinal(int eventId, int optionIndex, int effectIndex, int itemIndex)
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
int value = 17;
|
||||
value = value * 31 + eventId;
|
||||
value = value * 31 + optionIndex;
|
||||
value = value * 31 + effectIndex;
|
||||
value = value * 31 + itemIndex;
|
||||
return value & int.MaxValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using Random = System.Random;
|
||||
|
||||
namespace GeometryTD.Definition
|
||||
{
|
||||
public readonly struct InventoryGenerationRandomContext
|
||||
{
|
||||
public InventoryGenerationRandomContext(
|
||||
int runSeed,
|
||||
int nodeSequenceIndex,
|
||||
InventoryTagSourceType sourceType,
|
||||
int localOrdinal)
|
||||
{
|
||||
RunSeed = runSeed;
|
||||
NodeSequenceIndex = nodeSequenceIndex;
|
||||
SourceType = sourceType;
|
||||
LocalOrdinal = localOrdinal;
|
||||
}
|
||||
|
||||
public int RunSeed { get; }
|
||||
|
||||
public int NodeSequenceIndex { get; }
|
||||
|
||||
public InventoryTagSourceType SourceType { get; }
|
||||
|
||||
public int LocalOrdinal { get; }
|
||||
|
||||
public Random CreateRandom()
|
||||
{
|
||||
return new Random(BuildSeed());
|
||||
}
|
||||
|
||||
public long CreateStableItemInstanceId()
|
||||
{
|
||||
long normalizedSource = ((long)Math.Max(0, (int)SourceType) + 1L) << 48;
|
||||
long normalizedSequence = ((long)Math.Max(0, NodeSequenceIndex) + 1L) << 24;
|
||||
long normalizedOrdinal = (uint)(Math.Max(0, LocalOrdinal) + 1);
|
||||
return normalizedSource | normalizedSequence | normalizedOrdinal;
|
||||
}
|
||||
|
||||
public InventoryTagRandomContext CreateTagRandomContext(int configId)
|
||||
{
|
||||
return SourceType switch
|
||||
{
|
||||
InventoryTagSourceType.Shop => InventoryTagRandomContext.CreateShop(RunSeed, NodeSequenceIndex, LocalOrdinal, configId),
|
||||
InventoryTagSourceType.Reward => InventoryTagRandomContext.CreateReward(RunSeed, NodeSequenceIndex, LocalOrdinal, configId),
|
||||
InventoryTagSourceType.Event => InventoryTagRandomContext.CreateEvent(RunSeed, NodeSequenceIndex, LocalOrdinal, configId),
|
||||
_ => InventoryTagRandomContext.CreateDrop(RunSeed, NodeSequenceIndex, LocalOrdinal, configId)
|
||||
};
|
||||
}
|
||||
|
||||
private int BuildSeed()
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
int seed = 17;
|
||||
seed = seed * 31 + RunSeed;
|
||||
seed = seed * 31 + NodeSequenceIndex;
|
||||
seed = seed * 31 + (int)SourceType;
|
||||
seed = seed * 31 + LocalOrdinal;
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
using Random = System.Random;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public static class OutGameDropRuleService
|
||||
{
|
||||
private const float DropChanceBase = 0.05f;
|
||||
private const float DropChancePerPhase = 0.2f;
|
||||
private const float DropChanceCap = 0.2f;
|
||||
|
||||
public static bool ShouldRollOutGameItem(int displayPhaseIndex, Random random)
|
||||
{
|
||||
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
|
||||
float dropChance = Mathf.Clamp(DropChanceBase + (phaseIndex - 1) * DropChancePerPhase, 0f, DropChanceCap);
|
||||
return random.NextDouble() <= dropChance;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
using Random = System.Random;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public sealed class RewardCandidateBuilder
|
||||
{
|
||||
private readonly DropPoolRoller _dropPoolRoller;
|
||||
|
||||
public RewardCandidateBuilder(DropPoolRoller dropPoolRoller)
|
||||
{
|
||||
_dropPoolRoller = dropPoolRoller;
|
||||
}
|
||||
|
||||
public IReadOnlyList<TowerCompItemData> BuildCandidates(
|
||||
int displayPhaseIndex,
|
||||
LevelThemeType themeType,
|
||||
int candidateCount,
|
||||
Func<InventoryGenerationRandomContext> createRandomContext,
|
||||
Func<DROutGameDropPool, RarityType, InventoryGenerationRandomContext, TowerCompItemData> buildRewardItem)
|
||||
{
|
||||
int resolvedCount = Mathf.Max(0, candidateCount);
|
||||
if (resolvedCount <= 0)
|
||||
{
|
||||
return Array.Empty<TowerCompItemData>();
|
||||
}
|
||||
|
||||
List<TowerCompItemData> candidates = new List<TowerCompItemData>(resolvedCount);
|
||||
HashSet<long> selectedPoolEntryKeys = new HashSet<long>();
|
||||
int maxAttempts = Mathf.Max(resolvedCount * 6, resolvedCount);
|
||||
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
|
||||
|
||||
int attempts = 0;
|
||||
while (candidates.Count < resolvedCount && attempts < maxAttempts)
|
||||
{
|
||||
attempts++;
|
||||
InventoryGenerationRandomContext randomContext = createRandomContext();
|
||||
Random random = randomContext.CreateRandom();
|
||||
if (!_dropPoolRoller.TryRollRow(
|
||||
phaseIndex,
|
||||
themeType,
|
||||
random,
|
||||
out DROutGameDropPool selectedRow,
|
||||
out RarityType selectedRarity) || selectedRow == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (!selectedPoolEntryKeys.Add(BuildSelectionKey(selectedRow.Id, selectedRarity)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
TowerCompItemData candidate = buildRewardItem(selectedRow, selectedRarity, randomContext);
|
||||
if (candidate == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
candidates.Add(candidate);
|
||||
}
|
||||
|
||||
attempts = 0;
|
||||
while (candidates.Count < resolvedCount && attempts < maxAttempts)
|
||||
{
|
||||
attempts++;
|
||||
InventoryGenerationRandomContext randomContext = createRandomContext();
|
||||
Random random = randomContext.CreateRandom();
|
||||
if (!_dropPoolRoller.TryRollRow(
|
||||
phaseIndex,
|
||||
themeType,
|
||||
random,
|
||||
out DROutGameDropPool selectedRow,
|
||||
out RarityType selectedRarity) || selectedRow == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
TowerCompItemData candidate = buildRewardItem(selectedRow, selectedRarity, randomContext);
|
||||
if (candidate == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
candidates.Add(candidate);
|
||||
}
|
||||
|
||||
return candidates;
|
||||
}
|
||||
|
||||
private static long BuildSelectionKey(int rowId, RarityType rarity)
|
||||
{
|
||||
return ((long)rowId << 32) | (uint)rarity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GameFramework.DataTable;
|
||||
using GeometryTD.CustomUtility;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.Factory;
|
||||
using GeometryTD.UI;
|
||||
using UnityEngine;
|
||||
using Random = System.Random;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public sealed class ShopGoodsBuilder
|
||||
{
|
||||
private readonly IReadOnlyList<DRShopPrice> _shopPriceRows;
|
||||
private readonly IDataTable<DRMuzzleComp> _muzzleCompTable;
|
||||
private readonly IDataTable<DRBearingComp> _bearingCompTable;
|
||||
private readonly IDataTable<DRBaseComp> _baseCompTable;
|
||||
|
||||
public ShopGoodsBuilder(
|
||||
IReadOnlyList<DRShopPrice> shopPriceRows,
|
||||
IDataTable<DRMuzzleComp> muzzleCompTable,
|
||||
IDataTable<DRBearingComp> bearingCompTable,
|
||||
IDataTable<DRBaseComp> baseCompTable)
|
||||
{
|
||||
_shopPriceRows = shopPriceRows;
|
||||
_muzzleCompTable = muzzleCompTable;
|
||||
_bearingCompTable = bearingCompTable;
|
||||
_baseCompTable = baseCompTable;
|
||||
}
|
||||
|
||||
public List<GoodsItemRawData> BuildGoods(
|
||||
int goodsCount,
|
||||
int runSeed,
|
||||
int sequenceIndex)
|
||||
{
|
||||
if (goodsCount <= 0)
|
||||
{
|
||||
return new List<GoodsItemRawData>();
|
||||
}
|
||||
|
||||
List<GoodsItemRawData> goodsItems = new(goodsCount);
|
||||
for (int i = 0; i < goodsCount; i++)
|
||||
{
|
||||
InventoryGenerationRandomContext randomContext =
|
||||
new(runSeed, sequenceIndex, InventoryTagSourceType.Shop, i);
|
||||
goodsItems.Add(BuildGoodsItem(i, randomContext));
|
||||
}
|
||||
|
||||
return goodsItems;
|
||||
}
|
||||
|
||||
private GoodsItemRawData BuildGoodsItem(
|
||||
int goodsIndex,
|
||||
InventoryGenerationRandomContext randomContext)
|
||||
{
|
||||
Random random = randomContext.CreateRandom();
|
||||
TowerCompItemData sourceItem = BuildRandomComponentItem(randomContext, random);
|
||||
return new GoodsItemRawData
|
||||
{
|
||||
GoodsIndex = goodsIndex,
|
||||
Title = sourceItem.Name,
|
||||
TypeText = BuildTypeText(sourceItem.SlotType),
|
||||
Description = BuildDescription(sourceItem),
|
||||
Price = ResolveRandomPrice(sourceItem.Rarity, random),
|
||||
Tags = sourceItem.Tags != null ? (TagType[])sourceItem.Tags.Clone() : Array.Empty<TagType>(),
|
||||
IconAreaContext = BuildIconAreaContext(sourceItem),
|
||||
SourceItem = sourceItem,
|
||||
IsPurchased = false
|
||||
};
|
||||
}
|
||||
|
||||
private TowerCompItemData BuildRandomComponentItem(
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
int slotRoll = random.Next(0, 3);
|
||||
DRShopPrice priceRow = _shopPriceRows[random.Next(0, _shopPriceRows.Count)];
|
||||
RarityType rarity = InventoryRarityRuleService.NormalizeComponentRarity(
|
||||
priceRow != null ? priceRow.Rarity : RarityType.White);
|
||||
|
||||
return slotRoll switch
|
||||
{
|
||||
0 => BuildRandomMuzzleItem(rarity, randomContext, random),
|
||||
1 => BuildRandomBearingItem(rarity, randomContext, random),
|
||||
_ => BuildRandomBaseItem(rarity, randomContext, random)
|
||||
};
|
||||
}
|
||||
|
||||
private MuzzleCompItemData BuildRandomMuzzleItem(
|
||||
RarityType rarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
|
||||
DRMuzzleComp config = rows[random.Next(0, rows.Length)];
|
||||
long instanceId = randomContext.CreateStableItemInstanceId();
|
||||
return ComponentItemFactory.CreateMuzzle(config, instanceId, rarity, randomContext.CreateTagRandomContext(config.Id));
|
||||
}
|
||||
|
||||
private BearingCompItemData BuildRandomBearingItem(
|
||||
RarityType rarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
|
||||
DRBearingComp config = rows[random.Next(0, rows.Length)];
|
||||
long instanceId = randomContext.CreateStableItemInstanceId();
|
||||
return ComponentItemFactory.CreateBearing(config, instanceId, rarity, randomContext.CreateTagRandomContext(config.Id));
|
||||
}
|
||||
|
||||
private BaseCompItemData BuildRandomBaseItem(
|
||||
RarityType rarity,
|
||||
InventoryGenerationRandomContext randomContext,
|
||||
Random random)
|
||||
{
|
||||
DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
|
||||
DRBaseComp config = rows[random.Next(0, rows.Length)];
|
||||
long instanceId = randomContext.CreateStableItemInstanceId();
|
||||
return ComponentItemFactory.CreateBase(config, instanceId, rarity, randomContext.CreateTagRandomContext(config.Id));
|
||||
}
|
||||
|
||||
private int ResolveRandomPrice(RarityType rarity, Random random)
|
||||
{
|
||||
return ShopPriceRuleService.ResolveRandomBuyPrice(_shopPriceRows, rarity, random);
|
||||
}
|
||||
|
||||
private static IconAreaContext BuildIconAreaContext(TowerCompItemData item)
|
||||
{
|
||||
return new IconAreaContext
|
||||
{
|
||||
Rarity = item.Rarity,
|
||||
ComponentSlotType = item.SlotType,
|
||||
Color = IconColorGenerator.GenerateForComponent(item)
|
||||
};
|
||||
}
|
||||
|
||||
private static string BuildTypeText(TowerCompSlotType slotType)
|
||||
{
|
||||
return slotType switch
|
||||
{
|
||||
TowerCompSlotType.Muzzle => "枪口组件",
|
||||
TowerCompSlotType.Bearing => "轴承组件",
|
||||
TowerCompSlotType.Base => "底座组件",
|
||||
_ => "组件"
|
||||
};
|
||||
}
|
||||
|
||||
private static string BuildDescription(TowerCompItemData item)
|
||||
{
|
||||
if (item is MuzzleCompItemData muzzleComp)
|
||||
{
|
||||
return ItemDescUtility.BuildMuzzleDesc(muzzleComp);
|
||||
}
|
||||
|
||||
if (item is BearingCompItemData bearingComp)
|
||||
{
|
||||
return ItemDescUtility.BuildBearingDesc(bearingComp);
|
||||
}
|
||||
|
||||
if (item is BaseCompItemData baseComp)
|
||||
{
|
||||
return ItemDescUtility.BuildBaseDesc(baseComp);
|
||||
}
|
||||
|
||||
return string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user